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 Orks - 1750

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Bojesphob
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PostSubject: Orks - 1750   Thu Dec 18, 2008 11:40 am

My first attempt at a 1750 pt Ork army (which will probably end up being my tourney army). At the moment, I only have 1415 pts, and I'm trying to figure out exactly what to do to fill this out some more. Should I add in a Big Mek and a Weirdboy? Another Deff Dread? Deff Koptas? I'm maxed out on Troop units (the three warbikers and the three Boyz)... Should I go with some burnas and lootas, or increase my tankbusta's group? (oh, and I guess I should mention that I do not have all of these models yet, but whatever I decide on for the army is what I'll probably end up getting)

(1x) Wazdakka Gutsmek 180

(3x) 4 Warbikers 100
1 nob 10
PowerClaw (x2) 50
Big Choppa (x1) 5
Boss Pole (x3) 15

(1x) Deff Dread 75
Rokkit Launcha 10
CCW 15

(2x) 10 Boyz 60
1 nob 20
Big Shoota 10
Trukk 70

(1x) 30 Boyz 180
Nob 10
Power Klaw 25
Big shootas (x2) 10
Rokkit Launcha 10


(5x) Tankbustas 75
Nob 10
2 squigs 10

(5x) Kommandos 50
Burna 15
Boss Snikrot 85

(7x) Nobz 140
Twin Linked Shootas (x3) 15
Waagh! Banner 15
Painboy 30
Grot Orderly 5
Cybork Bodies 35
Boss Pole 5
'eavy Armor 35
Trukk 35


Total of 1415

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Makari
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 12:45 pm

A couple of things...
First off Wazdakka kicks ass!
I would make your warbikers just warbikers and have a nob with a powerklaw. and make the units about 6-8 strong with a bosspole.

For Trukks it is very important for them to be Red! and I throw in the xtra armor so it can at least still move if rattled a bit.
I have found that it really doesn't matter if you put guns on the trukk or not, it has one purpose deliver and provide cover if it still alive. If you have points go ahead cause there is a slight possibiliity it might survive passed turn 2. Its not a bad idea to give the nobz a bosspole for the Trukk units.
If you are doing a speed freaks list I would suggest 3 warbikers units and three trukks units. Whats even funnier is having a big mek join one of the trukk mobz with the KFF and keep the trukks close to each other and Voila they get a 5+ cover save!

kommandos are obviously not speed freaks but an Ork staple! Make those bad boyz as big of a unit as you can. side note if you take mad dok grotsnik you can give the unit cybork bodies so they can somewhat survive past teh first round of combat.

Tankbustas are nice really nice, but too restrictive, if you have nobz oon warbikes or in trukks with power klaws they are more effective as a can opener. If a trukk can deliver their package of Orks and can swing back for the Tankbustas do that. But again they need to be bigger in order to be effective as tehy rarely will hit, but they also have some of the best hand to hand vs. Vehicles!

So about Orks:
1: Numbers are an Orks only friend!
2: Fast! even if you are walking, don't. RUN!!!!
3: Fear its that funny feeling everyone else gets when Lotz of orks are in one place, don't succumb to fear! aggressively attack even the things you aren't sure you can kill. pst... Landraiders are verybad! leave those for the nobz
4: Area fill up the area and use your numbers to your advantage don't hesitate to string out a unit of shootas over 3 objectives it still counts as taking the objective, and KFF(Kustom Force Field ) cheese works best this way as well.
5:Shooting is what are Orks are damn good at actually, sure they can't hit the broad side of a barn from the inside but with as many shots as they get even Termies faulter against Shootas!

Lemme know if you need some more ork stuff!

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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 1:48 pm

7-8 Ork Nobz, with Painboy, Cybork Bodies, 1-2 klaws, the rest Big Choppas, with a Waagh banner is an amazingly potent roving deathsquad
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 2:14 pm

makari wrote:
4: Area fill up the area and use your numbers to your advantage don't hesitate to string out a unit of shootas over 3 objectives it still counts as taking the objective, and KFF(Kustom Force Field ) cheese works best this way as well.

Is this a reference to that game we played last month where you strung that unit of shootas out over 3 objectives?

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Bojesphob
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 2:19 pm

Sean, so you think I should not make my warbikers troops?? Isn't that one of the benefits of using Wazdakka? I figured if I had 6 troop choices, it would help with objectives. and if I had a troop choice that could move and turbo, that would be even nicer Smile

6-8 per unit for the warbikers? Wow, I'll have to get quite a few more bikers then Sad

I'll have to think about not using the tankbustas.... They did do a good job for me against JT, but that's probably a rarity. I'll have to tweak this a bit when I get home and can read the codex some more Smile

Mendin:I hadn't realized I didn't add Power Klaws to the nob unit! Thanks for pointing that out!!

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A tiny portion of humanity turned its back on mankind in the waning days of the last Golden Age. Over one and a half centuries later, the PHR has emerged from the shadows as an unrecognisable civilisation, its people irrevocably changed. They are no longer simple human beings, they are post-humans - cyborgs.

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Makari
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 4:56 pm

Oh no Definitely take Warbikers as troops!!!!

3 Units of 6 Standard Warbikers 1 is a nob with claw and boss pole
3 Trukk boy units 1 nob with klaw and 1 with big shoota 10 Boyz slugga choppa or even shootas as you get to shoot then charge it's totally worth it!
And if there be room take more bikers in those units
And create the super Nob unit! Painboy then give 1 and only 1 nob a power klaw give the rest Big Choppas! this can be your can opener unit. Sure Marines still get a save but when your putting that many wounds on guys they are gonna be losing peeps even Termies!
But Snikrot needs many boyz around him to soak up the wounds so he can strike back!

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New times calls for new Records:
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 9:18 pm

bojesphob1 wrote:

Mendin:I hadn't realized I didn't add Power Klaws to the nob unit! Thanks for pointing that out!!

Welcome, though I actually meant to say 6-7 Nob BIKERS with all that kitout makes for a silly strong squad, cause then they get a 12-24" move, T5, and 4+ cover from everything. Pricy, though.
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Makari
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PostSubject: Re: Orks - 1750   Thu Dec 18, 2008 9:34 pm

Mendin wrote:
bojesphob1 wrote:

Mendin:I hadn't realized I didn't add Power Klaws to the nob unit! Thanks for pointing that out!!

Welcome, though I actually meant to say 6-7 Nob BIKERS with all that kitout makes for a silly strong squad, cause then they get a 12-24" move, T5, and 4+ cover from everything. Pricy, though.

24" only if they are on a road

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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

New times calls for new Records:
Orcs & goblins (3-1-2)
Empire (0-0-0)
6th Edition
Orks (0-0)
Marines (3-1)
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